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Kursusbeskrivelse
Kursusnavn (dansk):Spilteori 
Kursusnavn (engelsk):Game Theory 
Semester:Forår 2007 
Udbydes under:cand.it., medieteknologi og spil (mtg) 
Omfang i ECTS:15,00 
Kursussprog:Engelsk 
Kursushjemmeside:https://learnit.itu.dk 
Min. antal deltagere:
Forventet antal deltagere:
Maks. antal deltagere:
Formelle forudsætninger:This course has been cancelled. Please contact the Student Counsellor's Office, if you're in doubt about what courses to choose.
ITU Student Counsellors


The course approaches games from several theoretical and critical perspectives; however, no special theoretical background or prior training is needed to take the course. To have had a broad practical experience with and basic knowledge of games is a distinct advantage.

Also, an interest in theoretical and analytical issues will help. You are expected to actively participate in the lectures, which have ample room for discussion.
 
Læringsmål:The course will prepare the student to:
- Understand and discuss games from a theoretical perspective - what are the components of a game?
- Apply new theories and evaluate them critically.
- Assess and discuss game concepts and the use of games in various contexts.
- Analyze games, and understand and apply a range of analytical methods.
 
Fagligt indhold:This course has been cancelled. Please contact the Student Counsellor's Office, if you're in doubt about what courses to choose.
ITU Student Counsellors


Video games (games played on computers as well as on consoles) are the most popular genre of digital entertainment by far.
They drive the evolution of new hardware, and form the locus where simulation, graphical art, interface design and programming merge par excellence.

The course contains two main perspectives:
- A theoretical perspective, with a focus on what games are, what they can and can't do, how they relate to other genres such as novels and movies, etc.

- A practical perspective, with a focus on game analysis and knowledge of concrete games and game genres.

The course is aimed at integrating theory and practice, in such a way that the theories can aid the development of ideas and designs, and the practical element inspire to further and better theorizing.


The main topics of the course are as follows:

¿ Introduction to game culture and game definitions
¿ Video games as medium, games vs. video games
¿ Game genres and game history
¿ Game analysis
¿ Games vs. stories
¿ Games and fiction
¿ Games, politics, ethics and ideology
¿ Games as art form
¿ Games as research field
¿ Theories about players and player psychology
¿ Games and distribution channels, independent games
 
Læringsaktiviteter:

The format of the course will be lectures, presentations & discussions and exercises.
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There are no exercises during the intro week.That means you only have classes from 10AM-12.
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Information om studiestruktur / Information about study structure
MTG-DA

Dette kursus er en del af MTG¿s backbone, som du kan finde beskrevet her:
MTG studiestruktur
For at blive cand.it. i MTG skal du bestå MTG¿s backbonekurser, og desuden gennemføre en 22,5 ECTS specialisering samt to 7,5 ECTS valgfag.

This course is part of the MTG backbone ¿ find it described here:
MTG study structure
In order to graduate as a MSc in MTG, you need to pass the MTG backbone courses, and also take a 22,5 ECTS specialization and two 7,5 ECTS electives.
 

Eksamensform og -beskrivelse:X. experimental examination form (7-scale; external exam), 13-skala, Ekstern censur

 

Litteratur udover forskningsartikler:Relevant games:

¿ Grand Theft Auto: San Andreas
¿ World of Warcraft
¿ Animal Crossing
¿ Sims 2
¿ New Super Mario Bros
¿ Nintendogs
¿ Counter-strike
¿ September 12
¿ Zuma
¿ Luxor
¿ Chu Chu Rocket
¿ Dance Dance Revolution
¿ Guitar Hero
¿ Bejeweled
¿ Da Vinci Code
¿ America's Army
¿ Under Ash
¿ Halo 2



Theoretical curriculum (some changes might occur): Please note that a compendium is being prepared.

¿ Aarseth, Espen, "Quest Games as Post-Narrative Discourse" in Marie-Laure Ryan (ed.) Narrative Across Media. University of Nebraska Press (in Press).
¿ Aarseth, Espen "Playing Research: Methodological approaches to game analysis"
http://hypertext.rmit.edu.au/dac/papers/Aarseth.pdf
¿ Bartle, Richard (1996): "HEARTS, CLUBS, DIAMONDS, SPADES: PLAYERS WHO SUIT MUDS."
http://www.mud.co.uk/richard/hcds.htm
¿ Bringsjord, Selmer: "Is It Possible to Build Dramatically Compelling Interactive Digital Entertainment"
http://gamestudies.org/0101/bringsjord/
¿ Bryant, Dave: "The Uncanny Valley". 2006.
http://www.arclight.net/~pdb/nonfiction/uncanny-valley.html
¿ Caillois, Roger: "The Classification of Games" in Man, Play and Games, p. 11-36. Urbana: University of Illinois Press, 2001 [1958].
¿ Castronova, Edward (2002): "Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier"
http://papers.ssrn.com/sol3/papers.cfm?abstract_id=%3Cbr%3E294828
¿ Culin, Stewart. "Mancala, the National game of Africa". In: Avedon, Elliott M. and Sutton-Smith, Brian: The Study of Games. New York: John Wiley & Sons. 1971, p.94-108. [1894]
http://www.gamesmuseum.uwaterloo.ca/Archives/Culin/Mancla1894/index.html
¿ Eskelinen, Markku: "The Gaming Situation"
http://gamestudies.org/0101/eskelinen/
¿ Falstein, Noah: "Natural Funativity". Gamasutra, 2004.
http://www.gamasutra.com/features/20041110/falstein_01.shtml
¿ Frasca, Gonzalo: "SIMULATION 101: Simulation versus Representation"
http://www.jacaranda.org/frasca/weblog/articles/sim1/simulation101.html
¿ Friedman, Ted: "Making Sense of Software: Computer Games and Interactive Textuality"
¿ Jenkins, Henry: Voices from the combat zone: Game Girlz Talk Back
¿ Jenkins, Henry: "Complete freedom of movement: Video Games as Gendered Play Spaces"
http://web.mit.edu/cms/People/henry3/pub/complete.html
¿ Juul, Jesper: "Games Telling stories" A brief note on games and narratives". 2001
http://gamestudies.org/0101/juul-gts/
¿ Juul, Jesper. "The Game, the Player, the World: Looking for a Heart of Gameness." 2003
http://www.jesperjuul.net/text/gameplayerworld/
¿ Juul, Jesper. "Introduction". From Half-Real: Video Games between Real Rules and Fictional Worlds. Cambridge, Massachusetts: MIT Press 2006.
¿ Juul, Jesper. "Swap Adjacent Gems to Make Sets of Three: A History of Matching Tile Games" 2006
¿ Koster. Raph. From A Theory of Fun. Scottsdale, Arizona: Paraglyph Press 2005.
¿ Reynolds, Ren: "Playing a "Good" Game: A Philosophical Approach to Understanding the Morality of Games"
http://www.igda.org/Endeavors/Articles/rreynolds_intro.htm
¿ Malone, Thomas W. "What makes things fun to learn? Heuristics for Designing Instructional Computer Games". ACM 1980.
¿ Mori, Masahiro: "The Uncanny Valley". Energy, 7(4), pp. 33-35. 1970.
http://www.androidscience.com/theuncannyvalley/proceedings2005/uncannyvalley.html
¿ Salen, Katie and Zimmerman, Eric: "Unit 4: Culture" in Rules of Play, 502-587. Cambridge: MIT Press, 2004.
¿ Taylor, T.L.: "Beyond Management: Considering Participatory Design and Governance in Player Culture". First Monday, October 2006.
http://firstmonday.org/issues/special11_9//taylor/
¿ Sutton-Smith, Brian: "Play and Ambiguity". In The Ambiguity of Play, p. 1-17. Cambridge: Harvard University Press 1997.
¿ Tronstad, Ragnhild (2001): "Semiotic and Non-Semiotic MUD Performance"
http://www.cosignconference.org/cosign2001/papers/Tronstad.pdf
¿ Varney, Alex. "Attack of the Parasites". The Escapist, 34. 2006.
http://www.escapistmagazine.com/issue/34/3
 
 
Afholdelse (tid og sted)
Kurset afholdes på følgende tid og sted:
UgedagTidspunktForelæsning/ØvelserStedLokale
Onsdag 10.00-12.00 Forelæsning ITU
Onsdag 13.00-15.00 Øvelser ITU
Fredag 10.00-12.00 Forelæsning ITU
Fredag 13.00-15.00 Øvelser ITU

Eksamen afholdes på følgende tid og sted:
EksamensdatoTidspunktEksamenstypeStedLokale
2007-05-23 No later than 3 PM Skriftlige arbejder ITU The Examination Office
2007-06-27 Tidspunkt oplyses senere Mundtlig eksamen ITU Lokale oplyses senere
2007-06-28 Tidspunkt oplyses senere Mundtlig eksamen ITU Lokale oplyses senere
2007-06-29 Tidspunkt oplyses senere Mundtlig eksamen ITU Lokale oplyses senere